# HG changeset patch # User Matti Hamalainen # Date 1572207883 -7200 # Node ID 628c42e94149a526ff08358e4ca025ed19fb1f55 # Parent 95dd5417e7de18b2ae3e68540c51c80918e825b6 Clean up variable names. diff -r 95dd5417e7de -r 628c42e94149 glxdragon.cpp --- a/glxdragon.cpp Sun Oct 27 22:20:17 2019 +0200 +++ b/glxdragon.cpp Sun Oct 27 22:24:43 2019 +0200 @@ -44,9 +44,9 @@ #define SET_FRAMES (180 * 2) -bool opt_shaders = false; -SDL_Window *sdl_window = NULL; -SDL_GLContext sdl_glctx = NULL; +bool optUseShaders = false; +SDL_Window *dmWindow = NULL; +SDL_GLContext dmGLContext = NULL; struct Mesh @@ -79,7 +79,7 @@ } // Attempt to create a window - if ((sdl_window = SDL_CreateWindow(title, + if ((dmWindow = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE)) == NULL) @@ -89,7 +89,7 @@ return false; } - if ((sdl_glctx = SDL_GL_CreateContext(sdl_window)) == NULL) + if ((dmGLContext = SDL_GL_CreateContext(dmWindow)) == NULL) { printf("ERROR: Unable to create SDL OpenGL context: %s\n", SDL_GetError()); @@ -202,7 +202,7 @@ glEnable(GL_DEPTH_TEST); // Render the model - if (opt_shaders) + if (optUseShaders) { // Enable shader program glUseProgram(mesh.id_prog); @@ -258,7 +258,7 @@ mesh.nfaces = nfaces; mesh.faces.resize(mesh.nfaces * 3); - for (int i = 0; i < nfaces; i++) + for (int i = 0; i < mesh.nfaces; i++) { in.seekg(1, std::ios::cur); in.read(reinterpret_cast(&mesh.faces[i * 3]), 3 * 4); @@ -268,7 +268,7 @@ } -GLuint dmSetCompileShader(const GLenum stype, const std::string &src) +GLuint dmCompileShader(const GLenum stype, const std::string &src) { GLuint shader = glCreateShader(stype); const char *tmp = src.c_str(); @@ -294,8 +294,8 @@ struct Mesh dragonMesh; std::string dragonVS, dragonFS; std::clock_t startTime; - bool exitFlag = false, opt_showhelp = false; - int steps = 0; + bool exitFlag = false, optShowHelp = false; + int nframes = 0; // Check commandline argument for enabling shaders @@ -304,14 +304,14 @@ char *arg = argv[narg]; if (strstr(arg, "help") != NULL || strstr(arg, "?") != NULL) - opt_showhelp = true; + optShowHelp = true; else if (strstr(arg, "glsl") != NULL || strstr(arg, "sha") != NULL) - opt_shaders = true; + optUseShaders = true; } - if (opt_showhelp) + if (optShowHelp) { printf( "Usage: %s [glsl]\n" @@ -323,7 +323,7 @@ if (!dmLoadMesh("dragon.mesh", dragonMesh, 100139, 200198)) goto exit; - if (opt_shaders) + if (optUseShaders) { // Read shader files if (!dmReadText("dragon.frag", dragonFS) || @@ -336,10 +336,10 @@ goto exit; // According to our mode .. - if (opt_shaders) + if (optUseShaders) { - dragonMesh.id_ps = dmSetCompileShader(GL_FRAGMENT_SHADER, dragonFS); - dragonMesh.id_vs = dmSetCompileShader(GL_VERTEX_SHADER, dragonVS); + dragonMesh.id_ps = dmCompileShader(GL_FRAGMENT_SHADER, dragonFS); + dragonMesh.id_vs = dmCompileShader(GL_VERTEX_SHADER, dragonVS); dmLinkMeshShaders(dragonMesh); } else @@ -401,16 +401,16 @@ dmPaintGL(dragonMesh); // Draw the current frame - SDL_GL_SwapWindow(sdl_window); + SDL_GL_SwapWindow(dmWindow); // Rotate for 2 degrees glRotatef(2.0f, 0, 1, 0); // Return true if a full rotation was done - if (steps++ == SET_FRAMES) + if (nframes++ == SET_FRAMES) { - // Reset steps - steps = 0; + // Reset nframes + nframes = 0; // Get the time it took to render a full turn double time = (double(std::clock() - startTime) * 1000.0f) / CLOCKS_PER_SEC; @@ -425,11 +425,11 @@ } exit: - if (sdl_glctx != NULL) - SDL_GL_DeleteContext(sdl_glctx); + if (dmGLContext != NULL) + SDL_GL_DeleteContext(dmGLContext); - if (sdl_window != NULL) - SDL_DestroyWindow(sdl_window); + if (dmWindow != NULL) + SDL_DestroyWindow(dmWindow); SDL_Quit();